Serious-Engine/Sources/EntitiesMP/DebugEntityStatesDisplay.es
2016-03-11 18:20:51 -06:00

76 lines
2.1 KiB
JavaScript

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
233
%{
#include "StdH.h"
void HUD_SetEntityForStackDisplay(CRationalEntity *pren);
%}
class CEntityStateDisplay : CRationalEntity {
name "EntityStateDisplay";
thumbnail "Thumbnails\\EntityStateDisplay.tbn";
features "HasTarget", "HasName";
properties:
1 CTString m_strName "Name" 'N' = "EntityStateDisplay",
2 CEntityPointer m_penTarget "Target" 'T' COLOR(C_dGREEN|0xFF), // entity which it points to
components:
1 model MODEL_MARKER "ModelsMP\\Editor\\Debug_EntityStack.mdl",
2 texture TEXTURE_MARKER "ModelsMP\\Editor\\Debug_EntityStack.tex"
functions:
void ~CEntityStateDisplay()
{
HUD_SetEntityForStackDisplay(NULL);
}
procedures:
Main() {
// init as nothing
InitAsEditorModel();
SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
SetCollisionFlags(ECF_IMMATERIAL);
SetModel(MODEL_MARKER);
SetModelMainTexture(TEXTURE_MARKER);
GetModelObject()->StretchModel(FLOAT3D(0.4f, 0.4f, 0.4f));
// setup target for stack display every 1/10th of the second so
// that after a reload or restart everything will work allright
while(TRUE) {
wait(0.1f)
{
on (EBegin) : {
if (m_penTarget!=NULL) {
HUD_SetEntityForStackDisplay((CRationalEntity *)&*m_penTarget);
} else {
HUD_SetEntityForStackDisplay(NULL);
}
resume;
}
on (ETimer) : {
stop;
}
}
}
return;
};
};